﻿using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;

public class SoldierIdleState:ISoldierState
{
    public SoldierIdleState(SoldierFSMSytem fsm, ICharacter c) : base(fsm, c) { mStateID = SoldierStateID.Idle; }
    public override void Reason(List<ICharacter> targets)
    {
        if (targets != null && targets.Count > 0)
        {
            mFSM.PerformTransition(SoldierTransition.SeeEnemy);
        }
    }

    public override void Act(List<ICharacter> targets)
    {
        mCharacter.PlayAnim("stand");
    }
}
